what part should i work on makeing?

We might also wnat to think about dedicated boarding craft. Two types come to mind, both are from the Halo games. The first one just docks with airlocks and escape pod ports. The other kind that comes to mind just bores through the hull with a tube that the boarding party then uses to enter.

Other types of boarding would be between two full size ships. To do this the ship would have to disable the other ship in some way if its similar in size or bigger, as it would be slower and unable to catch the other ship or it could still fight back with its external weapons. If it is the same size or a little bigger it could shoot the engines and weapons, or it could carry some form of disabling weapon (like the ion cannon in Star Wars). If the ship is big enough it could use a tractor beam to captcher the other ship.

Edit:

Strana wrote:I think were over naming things its just I nice backround for bragging, be cause bragging can be awesome. currently were trying to move on to shield/armor systems large ship docking, boarding etc

Isn't that the what the majority of the Brikwars rulebook is, alot of extra stuff for bragging rights because it looks alot better to have alot of useless rule that a few simple ones? I seem to remember that being said in the rulebook.

the only new thing i came up with recently that hasnt been published before is this. for large space ships, ie space ships over 1 foot long i use an alternative cp calculating system for establishing movement, it is speed you want devided by 30, times your ships basic cp value ie a 30" ship that is structure level 2 is 60 cp base value then adds another 60 cp for 30" of movement, basically this allows for a sliding scale ie to push your ship around every ship is then governed by how large and heavy they are.

DARN
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas

honestly assigning hp to a ship the size of most battlefields is stupid.

the ship should have armour and some sort of rule to determin where the attacker hit. then figure out the rough path of the projectile through the ship and anything in its way is hit.

example: a land based mega cannon fires at a ship. the projectile heads straight into the armour. the number is rolled to see if armour saves it. armour fails. using a string or something the players determin the gun hit the ships weapons locker and roll to see if the ships ammo blew up. luckilly it did not

alternative 2: the projectile hit the right engine. there are three engines and one is down so the ship is limited to 1/3 speed

as well ships should be required to speed up and slow down. after all your moving 2 city blocks it isn't like turning on a motorcycle it takes time.